War of Dragons

What breath weapon do you have in mind, a Roar of Time?

If you want my input, yeah, I'd probably go with the breath weapon being a zone where the time dilation is multiplied. So, if Chronos was currently accelerating their surroundings, then their breath weapon would be a zone of decay, maybe even to the point of disintegration, and if they were currently decelerating their surrounds, then their breath would be a stasis field.

That's just a suggestion though. Again, I'm not the QM, so unless Terrabrand steps in and says something's wrong, you could just stick with laser-breath.

e-

Something to note that no one's seemed to want to take advantage of is that you CAN take more than one advantage or disadvantage. I'm sort of tempted to add

[] Unmatched ability to project Territory. In a contest of Territory, you have few equals- and therefore few Dragons can lay a claw on you while your will holds strong. (Territory advantage)

to my vote. An expansive but uncontrolled Territory, to generate things to take with Tap-Fang.

If you jump for it, I'll add it to my vote too. The idea of a wild territory, uncontrolled but ripe for tapping was sort of my idea as well.
 
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Actually, I took both the Wyrm advantage and the quirk advantage.
 
Oh, yeah. I see that now. Sort of hidden as a single block.

Anyway, @Aabcehmu I probably am going to add Territory advantage. Editing that in now.

Ah. Yes, Terrabrand asked that we put any variations on the Advantage or Disadvantage votes, so that it's easier for them to be collated. I've taken the liberty to do this for our agreed upon combination already, in my post.
 
Hazador Ramada, The World Shaker

When still, looks to be a huge stone(gray), when moving, a massive construct made of stone(gray) held together by lava. Wyrms are smaller serpentine versions of the same.

[X] Limited Omniscience. There is Nothing that you do not know of within 250 metres of yourself. Prey, poisons, enemy wyrms and assassin dragons are easily detected and put in their place.
[X] Unmatched ability to project Territory. In a contest of Territory, you have few equals- and therefore few Dragons can lay a claw on you while your will holds strong. (Territory advantage)
[X] For a Dragon your size, you can hardly be thought of as mighty. Your strikes lack force, and your hide tears easily. So too, do your Wyrms struggle in direct clashes of claw and fang. (Might and Brood, Might disadvantage)

Thusly a Territory-oriented dragon is born.
 
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[] Limited Omniscience. There is Nothing that you do not know of within 250 metres of yourself. Prey, poisons, enemy wyrms and assassin dragons are easily detected and put in their place.
[] Unmatched ability to project Territory. In a contest of Territory, you have few equals- and therefore few Dragons can lay a claw on you while your will holds strong. (Territory advantage)
[] For a Dragon your size, you can hardly be thought of as mighty. Your strikes lack force, and your hide tears easily. So too, do your Wyrms struggle in direct clashes of claw and fang. (Might and Brood, Might disadvantage)

Thusly a Territory-oriented dragon is born.

Don't forget to add a name for your dragon, and appearance details for your dragon and their wyrms.
 
You are a Dragon. In this world, that means you battle with your fellow Dragons, for magical control over Territory. No two Dragons Territory may overlap, and no Dragon may leave its' Territory. You intuitively know, that if you ever extended your Territory across the whole of the world, you would control the rules of reality itself. You desire this, instinctively.
How can two dragons fight each other if they cannot leave their territory and their territory can't overlap?
 
Those are stated to be unable to kill dragons, with a single exception being a dragon's whose quirk is that his wyrms can harm other dragons

... actually what is the point of wyrms then? since all other races are stated to be meaningless before dragons, and wyrms can harm dragons, they are essentially pointless
 
[X] Quirk: Territorial Teleportation. Whereas other dragons must walk or climb through the trees of their territory, we move with but a thought. Should we be threatened, we vanish without a trace, appearing anywhere within our territory. While our Wyrms cannot teleport as far in a single jump, they can rapidly move from our position to the trees of battle, as well as teleport out should they need to. After all, there is a difference between lives spent and lives wasted.

[X] Your sheer physical Might. Pound for pound, you are among the strongest and toughest of Dragons, and your Wyrms are likewise advantaged over other Dragons' Wyrms. (Might and Brood, Might advantage)

[X] Where other Dragons might enchant dry brush to not burn, or grass to cut like blades, you can hardly coax minor effects out, at great effort. Your enchantments break disgustingly easily, and enemy Dragons' enchantments resist even the full force of your will for a frustratingly long time. (Weaving disadvantage)
 
Those are stated to be unable to kill dragons, with a single exception being a dragon's whose quirk is that his wyrms can harm other dragons

... actually what is the point of wyrms then? since all other races are stated to be meaningless before dragons, and wyrms can harm dragons, they are essentially pointless
Beating up dragons does something to their ability to hold territory. It stands to reason that the wyrms are therefore there to soften up the other dragons for territory gains.
 
damn you @Terrabrand for infesting me with this brain bug

gotta let outttttt

[X]Plan Perfect Lotus

Nelumbos Dharma, The Lotus-Emperor

Once, there was a Dragon, powerful beyond compare, strong beyond all, puissance unmatched; His blows sundered mountains, his spells created apocalypses, his brood spewed endlessly; what he saw, he conquered, razing innumerable Territories and slaying countless of his kin, until his name was known throughout the entire world, king of all he surveyed, an unconquerable being.

But he grew weary; for all his accomplishments, for all his might, he was dreadfully far away from his purpose; and no matter how he struggled, how he fought, it remained as far away as the sky above the trees; unreachable. Eventually, he despaired, for he saw no answer, no way to resolve the struggle for reality; he decried his war, his land, his brood, as the pointless things they were, and left it all, to seek the truth.

He reached the deepest part of the earth, an underground river that fed the titanic canopy above, and meditated, and dreamed; he saw the world unfurled, unfurling, to unfurl, he saw the way, cessation and creation, the very movement of the universe, of the universes, and in so doing, forgot his powers, his history, his personality, his name, washed away in the birth of a new being.

After a thousand years, a gigantic petal emerged above the ground; a brilliant pink color, its presence soothing, releasing a sweet, fulfilling nectar of intoxicating smell. It eliminated the hold of Territories on its vicinity, seemingly immune to inclusion in them; when Dragons came to eliminate such a nuisance, they found the petal impervious, immune to the greatest physical strength as well the most potent magic, and had to desist. Eventually, it became a refuge, a place for beings of no desire to involve themselves in the wars of the Dragons.

Every thousand years, another petal emerged; the beings atop the it seeing as sign, an indication of a powerful being that resided far below, the one responsible for their shelter and sustenance, and venerated it. Time passed, eternal war raging outside of it, even the oldest and most knowledgeable Dragons forgetting a time where the Lotus had not existed, an eternal fixture of a warring world.

Until, of course, the emergence of its thousandth petal, and with it something else; the Lotus on its back, tearing the earth asunder with its birth. Its fur is of the purest white, its eyes, hands and face, completely black; seeming to be completely bipedal, with obsidian claws on each of its fingers; the head possesses an elongated snout, sharp teeth emerging from it. A crown rests upon the head, framed by a halo, a blinding source of light below the canopy.

A gleaming figure, born again to finally end this warring world.

Abilities
Should one compare the Lotus-Emperor with its similarly sized kin, he would seem completely average, lacking even; the physical might, spellcasting prowess and remarkable brood which characterized his previous life seem to be wholly absent from it, and should one ask him about such qualities, he would completely disdain them; for his power is completely invested in the abilities gained from it's million year slumber, The Eightfold Path.

The absolute focus on personal enlightenment as left him unable to generate wyrms, so focused is his life-force on the Lotus, the symbol of the enlightened, on his back.


Perfect Vision: The vision of the enlightened is completely unobstructable, working perfectly no matter the conditions; it has a 360° field of vision, can see through solid objects, and energy spectrums far above or below the own human eye; For example, seeing the infrared emissions of bodies, or the ultraviolet emitted by the sun, the EM waves of radios, and more.

Perfect Aspiration: The ability of the enlightened to rid himself of unwanted facets; they may diminish one or more aspect of the self to increase others proportionally; for example, eliminating his endurance, speed and strength for an absurd boost in Weaving, our diminishing his resistance and Weaving capability for an increase in strength and speed.

Perfect Speech: The voice of the enlightened is supernaturally compelling, capable of easily enthralling weaker minds, and conveying trust and ease to stronger ones, it's intent is communicated no matter the barriers, be they language, different modes of communication entirely and even the physical impossibility of beings to understand the full context of the words, like with a large amount of animals; However, it is not without drawback, for he is physically unable to state falsehood.

Perfect Conduct: The ability of the enlightened to eschew violence; he may sacrifice up to ten petals that are mounted on his back to form a layered petal-shield, each petal sacrificed sequentially halving the power of the attack it defended from; each petal reforms after one thousand years, as normal.

Perfect Livelihood: The ability of the enlightened to distance himself from the world; by entering a meditative trance, he may astrally project himself, making his spirit able to wander undetected throughout the world as an completely incorporeal entity; Be warned, though, that this trance leaves himself completely senseless to the world physically around him, and so, he must be wary of surprise attacks.

Perfect Diligence: The enlightened needs no sustenance and is absolutely mentally and physically tireless, and is able to keep functioning even after normally crippling injuries; this does not prevent death, however. In addition, at the cost of mental strain, he may temporarily "overclock" his mind, making seconds stretch out to minutes or potentially even hours in his subjective time.

Perfect Awareness: The understanding of the enlightened is peerless; to the smallest microbe to the farthest star, all are known to him. His vision is completely unimpeded by scale of objects, being able to see an ant with the same ease as an ocean; moreover, he possesses a "sixth sense", being able to judge the rough combat abilities of opponents and to be alerted to immediate danger without previous indication.

Perfect Unity: An unmatchable power, available only to those who realize the true nature of this world; by sacrificing petals, the enlightened may achieve, within his territory, the same reality warping powers granted by absolute dominion of this world; each petal granting one millisecond of time with such power; once again, each petal reforming after a thousand years.

Edit: Please tell me if it's too powerful, and I will be able to make adjustments eventually, I just like the themaatics of it too much...
 
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[X] Quirk: You are called the Tap-Fanged One. You (and your brood) are possessed of the ability to absorb life-force, magical qualities, and similar 'liquid assets' through your fangs. Most often this is from enemy wyrms or life native to your territory, but in your magnificence you not only are able to tap from other proper Dragons (though you have yet to successfully obtain another's quirk, and are not certain it is possible), but from the great trees of the world as well, whence comes your great size, and even now you sometimes partake of the world-sap and revel in the feeling of growth. On a physical level, you and your brood are fairly diverse, as the absorption process takes its own toll on your forms. One constant are your fangs, always coming some number of pairs (you personally possess 54, the most out of all your brood, naturally), always large in comparison to your heads (in your case, your largest pair could easily be mistaken for something closer to tusks), and are always supernaturally sharp and durable. Besides that, your grand body in specific shares many similarities to the great trees on which you fed and feed still. Your body is covered primarily by thick, solid bark, with great green foliage unfurling from your brow and shoulders. In the cracks along your jaw and neck, and in the crevices of your joints, inky black fur grows sparsely from your golden, resinous inner-skin. When they have not strayed too greatly from your mold, your wyrms' bodies are most akin to this inner-skin, glistening wet and sticky, collecting detritus into a coat of wooden armor. Occasionally, the oldest will plant seeds along their brows and shoulders in homage to you, though the lack of world-sap in their diet prevents these plants growing much. You possess two arms and two legs, though you are equally comfortable walking bipedally or on all four. Your breath is minimally supernatural, healing mundane creatures and wyrms that are caught in it, as well as promoting explosive plant growth, but otherwise simply being a the massive gust of wind that any creature of your size would produce by exhaling.

[X] Advantage: You have excellent, though not truly immense, ability to both add to your Territory, and to hold on to what you have already claimed, in addition to your quirk being strong, well-suited to the Plane of Wood, and exceedingly common among your wyrms. (Territory and Brood, Inheritance advantage, + quirks extra strong)

[X] Disadvantage: You have witnessed other Dragons affect change on their environment, through their control of their Territory, but when you tried to do the same, you could hardly enact the smallest changes you desired. (Influence disadvantage)

Edit: Please tell me if it's too powerful, and I will be able to make adjustments eventually, I just like the themaatics of it too much...
It's almost like a dragon-god or something; too overpowered. While I don't want to play as him, I'd certainly like to see the Lotus-Emperor as an opponent in the future of the quest.
 
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It's almost like a dragon-god or something; too overpowered. While I don't want to play as him, I'd certainly like to see the Lotus-Emperor as an opponent in the future of the quest.

I have to agree. The whole "unique powers, but totally lacks one of the mechanics of the quest (wyrms)," definitely makes Nelumbo Dharma feel more like a boss battle and less like the player character.
 
The moment I read about quirks, I immediately wanted a tree-dragon. I was thinking about something along the lines of Territorial Teleportation with a tree affinity (we can manifest ourselves out of any trees in our territory), but I guess the Tap-Fang comes closest to the overall theme I wanted.

[X] Tap-Fanged One

Not married to any of the advantages and disadvantages beyond that.
 
Those are stated to be unable to kill dragons, with a single exception being a dragon's whose quirk is that his wyrms can harm other dragons

... actually what is the point of wyrms then? since all other races are stated to be meaningless before dragons, and wyrms can harm dragons, they are essentially pointless
Using wyrms as bait probably? Keep attacking them till they get pissed off, then duke it out at the edge of your territory.
 
It's possible that wyrms can damage and injure Dragons, but they merely are unable to finish them off. So they weaken the enemy and we strike the finishing blow.
 
What erlking said. Wyrms cannot kill dragons, but it didn't say anything about wyrms being unable to damage dragons. In fact, brood-focused Dragons rely on their wyrms to deal most of the damage, personally finishing off opposing dragons afterwards.
 
[X] Greater than usual Influence on your Territory. The terrain, the shapes of the creatures, theminds and instincts of the same... All, twisted over time, to suit your purposes. Other Dragons scoff at the lesser creatures. You? You turnthem into one of your greatest weapons. (Influence advantage)
[X] Masterful Weaving of magic. You are among the greatest of Dragons of your size, in your ability to use magic. Other Dragons struggle to break your enchantments, and not only do their enchantments pale in comparison to yours, but you can shatter them with contemptuous ease. (Weaving advantage)
[X] Wyrms. Your Wyrms are few, and weak, and all around of poor quality. You can only ever get real use out of them as utility pieces, against most Dragons, and have to rely on yourself to get the job done. (Brood, Quantity, Brood, Might, Brood, Agility, and Brood, Weavingdisadvantage)


No preference on Quirks, but using lesser creatures buffed by magic to substitute our brood sounds cool.
 
If Wyrms can't kill Dragons, and Dragons can't leave their territory to hunt other Dragons... how is anyone supposed to kill a Dragon, except for That One Guy who ignores territorial laws?
 
It's possible that wyrms can damage and injure Dragons, but they merely are unable to finish them off. So they weaken the enemy and we strike the finishing blow.
That still requires the dragon to somehow ignore territorial laws to actually deliver a finishing strike, which it cannot do
also requires the victorious dragon's wyrms to single handedly defeat the targets dragon and wyrms at the same time
Using wyrms as bait probably? Keep attacking them till they get pissed off, then duke it out at the edge of your territory.
So as long as a dragon is not an idiot and doesn't get baited he will never die?
Also, even if they get baited to their territory's edge, they still can't fight. Every attempt to strike at the other guy hits the invisible wall of their territory instead of the opponent since they cannot leave their territory.
You need to instead say "they can only go X distance outside their territory" instead of "cannot leave" in order to allow fighting. Or you can say "territories can overlap for X distance".
The X is then the buffer zone between two territories where 2 dragons may fight
 
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